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Jackson, Renee – Studies in Art Education: A Journal of Issues and Research in Art Education, 2022
This research is about bringing social justice art education into classrooms through the medium of video games and exploring the ways in which video game design can be a learning tool that can make contributions to and engage in social justice work. Drawing from a case-study research project with a small group of middle school students, through…
Descriptors: Cooperative Learning, Video Games, Educational Games, Design
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Valenzuela, Daniela; Turunen, Tiina; Gana, Sofía; Rojas-Barahona, Cristian A.; Araya, Ricardo; Salmivalli, Christina; Gaete, Jorge – Prevention Science, 2022
Bullying is a major health problem. The KiVa antibullying program has been evaluated in Finland and other European countries, showing preventive effects on self-reported bullying victimization and perpetration. No evaluations of this program have been conducted in Latin America. A cluster randomized controlled trial was conducted at socially…
Descriptors: Foreign Countries, Bullying, Prevention, Program Effectiveness
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Ayob, Mohd Asraf; Hadi, Nurulhudaya Abdul; Pahroraji, Mohamad Ezad Hafez Mohd; Ismail, Balkhiz; Saaid, Mohammad Nabil Fikri – Asian Journal of University Education, 2022
Many universities shifted to Open Distance Learning (ODL) to ensure the continuity of teaching and learning when COVID-19 struck. One of the applications is 'Discord' which has become popular among gamers. Since many university students are gamers themselves, it is vital to investigate the use of Discord in the classroom. Therefore, this paper…
Descriptors: Computer Mediated Communication, Learner Engagement, COVID-19, Pandemics
Winsor, Rhiannon Brooke – ProQuest LLC, 2022
The purpose of this qualitative descriptive study was to gain an understanding of how attitudes, perceptions, and subjective norms influenced professors' lived experiences of intentions to use digital game-based learning (DGBL) in the Western region of the United States. The theory of reasoned action (TRA) and the technology acceptance model (TAM)…
Descriptors: Intention, Game Based Learning, Video Games, Teacher Attitudes
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Hobbs, Laura; Behenna, Sarah – Primary Science, 2023
This article discusses how the authors' 'Science Hunters' suite of projects uses the computer game Minecraft to engage children, particularly those from underrepresented groups, with STEM. Delivered by environmental scientists, Science Hunters projects link to the United Nations' Sustainable Development Goals (SDGs) through offering inclusive…
Descriptors: Learner Engagement, Disproportionate Representation, STEM Education, Video Games
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Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
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Prasetiawan, Hardi; Barida, Muya; Handaka, Irvan Budhi; Widyastuti, Dian Ari; Agungbudiprabowo; Wahyudi, Amien; Muyana, Siti; Saputra, Wahyu Nanda Eka – Pegem Journal of Education and Instruction, 2023
The purpose of this study is to mengetahui keberterimaan produk yang berupa Creative Cognitive Behavior Group Counseling dalam mereduksi kecanduan game online. Penelitian ini menggunakan pola penelitian dan pengembangan Born & Galls yang terdiri dari tahap studi pendahuluan, tahap pengembangan produk, dan tahap evaluasi. The participants of…
Descriptors: Addictive Behavior, Counseling Techniques, Behavior Modification, Group Counseling
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Lincenberg, Jordan; Eynon, Rebecca – Review of Education, Pedagogy & Cultural Studies, 2023
The use of video games in schools is not new. However, classroom use of video games may be poised for a dramatic shift as billion dollar video game franchises such as "Assassin's Creed" and "Minecraft" continue to invest in features aimed at facilitating the use of these games for education (Egbert & Borysenko, 2018;…
Descriptors: Video Games, Teacher Role, Personal Autonomy, Game Based Learning
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Ahmad, Faizan; Zongwei, Luo; Ahmed, Zeeshan; Muneeb, Sara – Interactive Learning Environments, 2023
An insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the…
Descriptors: Children, Young Adults, Older Adults, Experience
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Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
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Chen, Hsiu-Ling; Wu, Cheng-Ting – Interactive Learning Environments, 2023
The present research examined the effect of digital role-playing game-based learning on high school students' critical thinking ability. Playing a digital game designed with RPG Maker and whose story lines featured critical thinking questions, a total of 32 high school student participants were given a learning context to practice critical…
Descriptors: High School Students, Computer Games, Video Games, Role Playing
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Quintas, Alejandro; Bustamante, Juan-Carlos – Physical Education and Sport Pedagogy, 2023
Background: Exergames are a new socio-technological phenomenon consisting of digital motor games that aim to stimulate players' motor skills. The physical-motor component of exergames has been well studied, but knowing more about their possible psychological effects in the school context is interesting to promote physical exercise practice.…
Descriptors: Gamification, Educational Games, Video Games, Psychomotor Skills
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Yañez, Alma Gloria Barrera; Alonso-Fernández, Cristina; Fernández-Manjón, Baltasar – Education and Information Technologies, 2023
Violence and discrimination against women are serious problems that affect today's society regardless of culture or social environment. Educational and government programs addressing these gender issues are difficult to scale up, insufficient or, in some cases, nonexistent. Digital resources can contribute to address discrimination against women…
Descriptors: Sex Fairness, Video Games, Computer Oriented Programs, Simulation
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Hernández-Pérez, Manuel; Pérez-Sirvent, Carmen; Martínez Sánchez, María-José; Jordán González, Esteban – Applied Environmental Education and Communication, 2023
LIFE-AMDRYC4 (2021) is a VR application designed for mobile phones combining informational design and gamification to stimulate critical reflection and awareness about agricultural practices and their effects on the environment. Agile production frameworks and researchers' input in the design are discussed. A Likert-based questionnaire was…
Descriptors: Visualization, Climate, Environmental Education, Educational Games
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Ratnasari, Wiwit; Chou, Tzu-Chuan; Huang, Chen-Hao – Educational Technology & Society, 2023
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based…
Descriptors: Educational Research, Citation Analysis, Network Analysis, Game Based Learning
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